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https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
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Some balance alterations to make pugilism actually worth a damn, lets you craft armwraps (magic ones too if you want to go to the effort), and also buffs some stamina damage on various martial arts
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@@ -1499,10 +1499,12 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/miss_chance = 100//calculate the odds that a punch misses entirely. considers stamina and brute damage of the puncher. punches miss by default to prevent weird cases
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if(user.dna.species.punchdamagelow)
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if(HAS_TRAIT(user, TRAIT_PUGILIST)) //pugilists have a flat 10% miss chance
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miss_chance = 10
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if(atk_verb == ATTACK_EFFECT_KICK) //kicks never miss (provided your species deals more than 0 damage)
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miss_chance = 0
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else
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miss_chance = min(10 + ((puncherstam + puncherbrute)*0.5), 100) //probability of miss has a base of 10, and modified based on half your stamina and brute total. Capped at max 100 and min 0 to prevent weirdness in prob()
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miss_chance = min(10 + ((puncherstam + puncherbrute)*0.5), 100) //probability of miss has a base of 10, and modified based on half brute total. Capped at max 100 to prevent weirdness in prob()
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if(!damage || !affecting || prob(miss_chance))//future-proofing for species that have 0 damage/weird cases where no zone is targeted
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playsound(target.loc, user.dna.species.miss_sound, 25, TRUE, -1)
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@@ -1618,7 +1620,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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else
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user.do_attack_animation(target, ATTACK_EFFECT_DISARM)
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user.adjustStaminaLossBuffered(3) //CITADEL CHANGE - makes disarmspam cause staminaloss
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if(HAS_TRAIT(user, TRAIT_PUGILIST))//CITADEL CHANGE - makes disarmspam cause staminaloss, pugilists can do it almost effortlessly
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user.adjustStaminaLossBuffered(1)
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else
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user.adjustStaminaLossBuffered(3)
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if(target.w_uniform)
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target.w_uniform.add_fingerprint(user)
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@@ -1647,8 +1652,12 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(!(target.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) //CITADEL CHANGE
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randn += 25 //CITADEL CHANGE - Makes it harder to disarm outside of combat mode
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if(user.pulling == target)
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randn += -20 //If you have the time to get someone in a grab, you should have a greater chance at snatching the thing in their hand. Will be made completely obsolete by the grab rework but i've got a poor track record for releasing big projects on time so w/e i guess
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randn -= 20 //If you have the time to get someone in a grab, you should have a greater chance at snatching the thing in their hand. Will be made completely obsolete by the grab rework but i've got a poor track record for releasing big projects on time so w/e i guess
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if(HAS_TRAIT(user, TRAIT_PUGILIST))
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randn -= 25 //if you are a pugilist, you're slapping that item from them pretty reliably
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if(HAS_TRAIT(target, TRAIT_PUGILIST))
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randn += 25 //meanwhile, pugilists are less likely to get disarmed
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if(randn <= 35)//CIT CHANGE - changes this back to a 35% chance to accomodate for the above being commented out in favor of right-click pushing
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var/obj/item/I = null
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if(target.pulling)
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